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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/opengl/TextureGL.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "dawn_native/opengl/BufferGL.h"
#include "dawn_native/opengl/DeviceGL.h"
#include "dawn_native/opengl/UtilsGL.h"
namespace dawn_native { namespace opengl {
namespace {
GLenum TargetForTexture(const TextureDescriptor* descriptor) {
switch (descriptor->dimension) {
case wgpu::TextureDimension::e2D:
if (descriptor->size.depth > 1) {
ASSERT(descriptor->sampleCount == 1);
return GL_TEXTURE_2D_ARRAY;
} else {
if (descriptor->sampleCount > 1) {
return GL_TEXTURE_2D_MULTISAMPLE;
} else {
return GL_TEXTURE_2D;
}
}
default:
UNREACHABLE();
return GL_TEXTURE_2D;
}
}
GLenum TargetForTextureViewDimension(wgpu::TextureViewDimension dimension,
uint32_t sampleCount) {
switch (dimension) {
case wgpu::TextureViewDimension::e2D:
return (sampleCount > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
case wgpu::TextureViewDimension::e2DArray:
ASSERT(sampleCount == 1);
return GL_TEXTURE_2D_ARRAY;
case wgpu::TextureViewDimension::Cube:
return GL_TEXTURE_CUBE_MAP;
case wgpu::TextureViewDimension::CubeArray:
return GL_TEXTURE_CUBE_MAP_ARRAY;
default:
UNREACHABLE();
return GL_TEXTURE_2D;
}
}
GLuint GenTexture(const OpenGLFunctions& gl) {
GLuint handle = 0;
gl.GenTextures(1, &handle);
return handle;
}
bool UsageNeedsTextureView(wgpu::TextureUsage usage) {
constexpr wgpu::TextureUsage kUsageNeedingTextureView =
wgpu::TextureUsage::Storage | wgpu::TextureUsage::Sampled;
return usage & kUsageNeedingTextureView;
}
bool RequiresCreatingNewTextureView(const TextureBase* texture,
const TextureViewDescriptor* textureViewDescriptor) {
if (texture->GetFormat().format != textureViewDescriptor->format) {
return true;
}
if (texture->GetArrayLayers() != textureViewDescriptor->arrayLayerCount) {
return true;
}
if (texture->GetNumMipLevels() != textureViewDescriptor->mipLevelCount) {
return true;
}
switch (textureViewDescriptor->dimension) {
case wgpu::TextureViewDimension::Cube:
case wgpu::TextureViewDimension::CubeArray:
return true;
default:
break;
}
return false;
}
} // namespace
// Texture
Texture::Texture(Device* device, const TextureDescriptor* descriptor)
: Texture(device, descriptor, GenTexture(device->gl), TextureState::OwnedInternal) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
uint32_t width = GetWidth();
uint32_t height = GetHeight();
uint32_t levels = GetNumMipLevels();
uint32_t arrayLayers = GetArrayLayers();
uint32_t sampleCount = GetSampleCount();
const GLFormat& glFormat = GetGLFormat();
gl.BindTexture(mTarget, mHandle);
// glTextureView() requires the value of GL_TEXTURE_IMMUTABLE_FORMAT for origtexture to be
// GL_TRUE, so the storage of the texture must be allocated with glTexStorage*D.
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTextureView.xhtml
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (arrayLayers > 1) {
ASSERT(!IsMultisampledTexture());
gl.TexStorage3D(mTarget, levels, glFormat.internalFormat, width, height,
arrayLayers);
} else {
if (IsMultisampledTexture()) {
gl.TexStorage2DMultisample(mTarget, sampleCount, glFormat.internalFormat,
width, height, true);
} else {
gl.TexStorage2D(mTarget, levels, glFormat.internalFormat, width, height);
}
}
break;
default:
UNREACHABLE();
}
// The texture is not complete if it uses mipmapping and not all levels up to
// MAX_LEVEL have been defined.
gl.TexParameteri(mTarget, GL_TEXTURE_MAX_LEVEL, levels - 1);
if (GetDevice()->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
GetDevice()->ConsumedError(
ClearTexture(GetAllSubresources(), TextureBase::ClearValue::NonZero));
}
}
Texture::Texture(Device* device,
const TextureDescriptor* descriptor,
GLuint handle,
TextureState state)
: TextureBase(device, descriptor, state), mHandle(handle) {
mTarget = TargetForTexture(descriptor);
}
Texture::~Texture() {
DestroyInternal();
}
void Texture::DestroyImpl() {
if (GetTextureState() == TextureState::OwnedInternal) {
ToBackend(GetDevice())->gl.DeleteTextures(1, &mHandle);
mHandle = 0;
}
}
GLuint Texture::GetHandle() const {
return mHandle;
}
GLenum Texture::GetGLTarget() const {
return mTarget;
}
const GLFormat& Texture::GetGLFormat() const {
return ToBackend(GetDevice())->GetGLFormat(GetFormat());
}
MaybeError Texture::ClearTexture(const SubresourceRange& range,
TextureBase::ClearValue clearValue) {
// TODO(jiawei.shao@intel.com): initialize the textures with compressed formats.
if (GetFormat().isCompressed) {
return {};
}
Device* device = ToBackend(GetDevice());
const OpenGLFunctions& gl = device->gl;
uint8_t clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 1;
float fClearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0.f : 1.f;
if (GetFormat().isRenderable) {
if (GetFormat().HasDepthOrStencil()) {
bool doDepthClear = GetFormat().HasDepth();
bool doStencilClear = GetFormat().HasStencil();
GLfloat depth = fClearColor;
GLint stencil = clearColor;
if (doDepthClear) {
gl.DepthMask(GL_TRUE);
}
if (doStencilClear) {
gl.StencilMask(GetStencilMaskFromStencilFormat(GetFormat().format));
}
auto DoClear = [&]() {
if (doDepthClear && doStencilClear) {
gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
} else if (doDepthClear) {
gl.ClearBufferfv(GL_DEPTH, 0, &depth);
} else if (doStencilClear) {
gl.ClearBufferiv(GL_STENCIL, 0, &stencil);
}
};
GLuint framebuffer = 0;
gl.GenFramebuffers(1, &framebuffer);
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
for (uint32_t level = range.baseMipLevel;
level < range.baseMipLevel + range.levelCount; ++level) {
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (GetArrayLayers() == 1) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, 0))) {
// Skip lazy clears if already initialized.
continue;
}
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT, GetGLTarget(),
GetHandle(), static_cast<GLint>(level));
DoClear();
} else {
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.FramebufferTextureLayer(
GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GetHandle(), static_cast<GLint>(level),
static_cast<GLint>(layer));
DoClear();
}
}
break;
default:
UNREACHABLE();
}
}
gl.DeleteFramebuffers(1, &framebuffer);
} else {
static constexpr uint32_t MAX_TEXEL_SIZE = 16;
ASSERT(GetFormat().blockByteSize <= MAX_TEXEL_SIZE);
std::array<GLbyte, MAX_TEXEL_SIZE> clearColorData;
clearColor = (clearValue == TextureBase::ClearValue::Zero) ? 0 : 255;
clearColorData.fill(clearColor);
const GLFormat& glFormat = GetGLFormat();
for (uint32_t level = range.baseMipLevel;
level < range.baseMipLevel + range.levelCount; ++level) {
Extent3D mipSize = GetMipLevelPhysicalSize(level);
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.ClearTexSubImage(mHandle, static_cast<GLint>(level), 0, 0,
static_cast<GLint>(layer), mipSize.width,
mipSize.height, 1, glFormat.format, glFormat.type,
clearColorData.data());
}
}
}
} else {
// TODO(natlee@microsoft.com): test compressed textures are cleared
// create temp buffer with clear color to copy to the texture image
ASSERT(kTextureBytesPerRowAlignment % GetFormat().blockByteSize == 0);
uint32_t bytesPerRow =
Align((GetWidth() / GetFormat().blockWidth) * GetFormat().blockByteSize,
kTextureBytesPerRowAlignment);
// Make sure that we are not rounding
ASSERT(bytesPerRow % GetFormat().blockByteSize == 0);
ASSERT(GetHeight() % GetFormat().blockHeight == 0);
dawn_native::BufferDescriptor descriptor;
descriptor.size = bytesPerRow * (GetHeight() / GetFormat().blockHeight);
if (descriptor.size > std::numeric_limits<uint32_t>::max()) {
return DAWN_OUT_OF_MEMORY_ERROR("Unable to allocate buffer.");
}
descriptor.nextInChain = nullptr;
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::MapWrite;
// TODO(natlee@microsoft.com): use Dynamic Uplaoder here for temp buffer
Ref<Buffer> srcBuffer = ToBackend(device->CreateBuffer(&descriptor));
// Call release here to prevent memory leak since CreateBuffer will up the ref count to
// 1, then assigning to Ref<Buffer> ups the ref count to 2. Release will reduce the ref
// count and ensure it to reach 0 when out of use.
srcBuffer->Release();
// Fill the buffer with clear color
uint8_t* clearBuffer = nullptr;
DAWN_TRY(srcBuffer->MapAtCreation(&clearBuffer));
memset(clearBuffer, clearColor, descriptor.size);
srcBuffer->Unmap();
// Bind buffer and texture, and make the buffer to texture copy
gl.PixelStorei(GL_UNPACK_ROW_LENGTH,
(bytesPerRow / GetFormat().blockByteSize) * GetFormat().blockWidth);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
for (uint32_t level = range.baseMipLevel; level < range.baseMipLevel + range.levelCount;
++level) {
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, srcBuffer->GetHandle());
gl.ActiveTexture(GL_TEXTURE0);
gl.BindTexture(GetGLTarget(), GetHandle());
Extent3D size = GetMipLevelPhysicalSize(level);
switch (GetDimension()) {
case wgpu::TextureDimension::e2D:
if (GetArrayLayers() == 1) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, 0))) {
// Skip lazy clears if already initialized.
continue;
}
gl.TexSubImage2D(GetGLTarget(), static_cast<GLint>(level), 0, 0,
size.width, size.height, GetGLFormat().format,
GetGLFormat().type, 0);
} else {
for (uint32_t layer = range.baseArrayLayer;
layer < range.baseArrayLayer + range.layerCount; ++layer) {
if (clearValue == TextureBase::ClearValue::Zero &&
IsSubresourceContentInitialized(
SubresourceRange::SingleSubresource(level, layer))) {
// Skip lazy clears if already initialized.
continue;
}
gl.TexSubImage3D(GetGLTarget(), static_cast<GLint>(level), 0, 0,
static_cast<GLint>(layer), size.width, size.height,
1, GetGLFormat().format, GetGLFormat().type, 0);
}
}
break;
default:
UNREACHABLE();
}
}
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
if (clearValue == TextureBase::ClearValue::Zero) {
SetIsSubresourceContentInitialized(true, range);
device->IncrementLazyClearCountForTesting();
}
return {};
}
void Texture::EnsureSubresourceContentInitialized(const SubresourceRange& range) {
if (!GetDevice()->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return;
}
if (!IsSubresourceContentInitialized(range)) {
GetDevice()->ConsumedError(ClearTexture(range, TextureBase::ClearValue::Zero));
}
}
// TextureView
TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
: TextureViewBase(texture, descriptor), mOwnsHandle(false) {
mTarget = TargetForTextureViewDimension(descriptor->dimension, texture->GetSampleCount());
if (!UsageNeedsTextureView(texture->GetUsage())) {
mHandle = 0;
} else if (!RequiresCreatingNewTextureView(texture, descriptor)) {
mHandle = ToBackend(texture)->GetHandle();
} else {
// glTextureView() is supported on OpenGL version >= 4.3
// TODO(jiawei.shao@intel.com): support texture view on OpenGL version <= 4.2
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
mHandle = GenTexture(gl);
const Texture* textureGL = ToBackend(texture);
const GLFormat& glFormat = ToBackend(GetDevice())->GetGLFormat(GetFormat());
gl.TextureView(mHandle, mTarget, textureGL->GetHandle(), glFormat.internalFormat,
descriptor->baseMipLevel, descriptor->mipLevelCount,
descriptor->baseArrayLayer, descriptor->arrayLayerCount);
mOwnsHandle = true;
}
}
TextureView::~TextureView() {
if (mOwnsHandle) {
ToBackend(GetDevice())->gl.DeleteTextures(1, &mHandle);
}
}
GLuint TextureView::GetHandle() const {
ASSERT(mHandle != 0);
return mHandle;
}
GLenum TextureView::GetGLTarget() const {
return mTarget;
}
}} // namespace dawn_native::opengl